Page 1379 in Reverse Mountain
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Average Rating: 5
Number of people who have voted: 3


By the same author as Grand Line 3.5
Comments:

Halosty45

Halosty45




11th Dec 2019, 12:33 PM

Am I first? Does this mean I get to pick storytime?
Talk about a time your party tried to get along without a healer. How did it go?

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Michael




11th Dec 2019, 3:50 PM
"Not Quite What You're After"

In games that allow save-scumming (Deus Ex, Elder Scrolls, Fallout, Dishonored) I always use this to remain uninjured as much as possible. In Half-Life, this means I keep ferrying ammo and health items through the levels whenever it's possible and safe to do so. When that's not so, I leave behind a big pile of every item that I don't need in that moment.

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Generic Greg




11th Dec 2019, 3:59 PM

Does it count when I'm the parties only healer and my spell slots number literally two?

See, I'm a homebrew Artifice Variant. It's BASICALLY a Pact Warlock. I am as well basically one of the only spell casters in the party.

As you would it expect, it goes poorly, because we lack the ability to cast cure wounds more than twice.

Get a dedicated healer kids. It doesn't play well if you don't.

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Malroth

Malroth




11th Dec 2019, 8:48 PM

You still recover your spell slots after a short rest like a warlock does? If so those two heals become two per battle heals.

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Generic Greg




12th Dec 2019, 4:07 PM

I do, as it turns out, recover them all on a short rest. So there is that.

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Zorro362




11th Dec 2019, 6:02 PM

We often do,(to few of us to afford a dedicated healer) we end up chugging healing pots like their are going out of style. And at least one of us (usually me) will often end up unconscious or dead

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Rudedog

Rudedog




12th Dec 2019, 12:52 AM

Healing Belt (Magic Item Compendium, P110)
Somehow only 750gp!
+2 competence to heal checks (continuous)
3 charges per day; as standard action; touch
1 charge 2d8 healing, 2 charges 3d8, 3 charges 4d8

It's basically a 4th level cleric that holds up your pants. Everyone who lives to see level 3 buys one in the no-cleric party. Until then 50gp potions of Cure Light Wounds are like sports drinks and bought in bulk.

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Halosty45

Halosty45




13th Dec 2019, 10:25 PM

Especially since a +2 competence bonus is 400 gp. Not that it's actually relevant but that means they think 4d8-6d8 healing per day is worth 350 gp which is basically the same price as cure light wounds potions for that amount for one day. Alternatively, an item that cast cure light wounds 5 times per day (5d8+5 total healing) would cost 2000 gp.

Look, sometimes people don't think about things when they write rulebooks. That said, the prices for magic items aren't always sensible. It's probably still quite a bit underpriced though.

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Guest




12th Dec 2019, 4:04 AM

I had a character once with insane regeneration.
As long as I wasn't dead I could heal from nearly everything...
The only exection where wounds I got while using magical abilities.

I hade 2 healing abilities :
1. healing stun damage with massage (I used that frequently

2. take over the wounds from someone else. I would have hurt myself to heal them - this wounds would have stayed...
(I never used that one because in-game my group never befriended my character so I had no reason to hurt myself to heal them)...

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