Public (OOC) > Setting and Lore Discussion

Healing Skill + Divine Healing = Better Healing

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Hypatia:
So ive been puzzling because I like to play a dedicated healer, but the healing score doesn't really do anything useful on Ravenloft outside of meeting some low requirements. The healing kits are kind of nice, but a potion works better, and you can't even make better potions with a high healing score. Ive noticed we have skills to increase your AC and stuff like that so......

Why not either just include, or make a PrC that adds +1 per cure spells level for each 5 ranks you have in the heal skill? It makes perfect sense, and its not a super boost really, but would let me shine above normal clerics with my Healer when it comes to healing.

For example with a 20 healing score, you're Cure Light Wounds spells would heal back an additional +4hp of damage, while moderate would gain +8, followed by +12 for serious and +16 for criticle.

Just a thought.

Sloan:
The reason Heal kinda sucks for a healer is because it's not meant to be good for you. Magic is better than mundane. That's how any mid-high fantasy setting works. Plus you have to rest after bandaging which you can only do once every 2 ingame hours, and it removes all your buffs and lures enemies to you when you do it.

But that doesn't mean it's useless! It's just not for you. If you're not a caster and you're out on your lonesome at a high level, which would you rather use? A cheap healer's kit on yourself to get back 100 of your 150 max hp, or 15 CLW potions? Plus even though the locals are kind of chill about healing magic they'd still much rather you use the mundane methods. They don't trust it, they just won't murder you for using it in front of them. So Heal serves a bit RP purpose if you meet any Barovia natives who need healing. They might not want you to touch them with your glowy hands.

So I offer you this alternative:

Cleric of Healing Domain

Invest heavily into Wis and Cha

With 16 cha (~20 with eagle's, ~22 with empowered eagle's) this gives your entire party 12-24 hp over a few rounds depending on your buff roll. It requires 8 ranks in Heal so you'll still feel like you're getting something out of the skill (because you are).
https://nwnravenloft.fandom.com/wiki/Sacred_Healing

This'll give less health overall but it's instant and easily spammable.
https://nwnravenloft.fandom.com/wiki/Sacred_Purification

Take the last feat in the chain just to do the intended dedicated healer build. I promise it's strong. All your cure spells (which are empowered by your Healing Domain) are automatically maximized with this buff up.
https://nwnravenloft.fandom.com/wiki/Sacred_Boost
By the time you have this you'll be throwing around Cure Moderate and Serious Wounds like they're candy. Level 9 minimum to get the 12 Heal ranks for the feat. That means your Cure Serious is doing a guaranteed 49 points of single-target healing (just a bit off fully buffed Lay on Hands at that level, and more than once per day) and you've probably got your Fast Healing ticking away at the whole party at the same time.

Take Extra Turning to do it more. Not like you're gonna be turning much of anything on this server. Everything that's actually a threat and can still be turned is almost impossible to do it to and it just draws aggro onto you, which I doubt you want if you're a dedicated healer.

Nemesis 24:
Actually, you can get your full hp back from resting quite easily.  Its more than just the bandages.  You can even manage it without bandages.  The trick to it is-
Eat something
Use a bedroll
Remove armour.

A medical kit use is icing on the cake.  Beyond that, most of the skills used in game have far reaching effects beyond simply mechanical.  The majority of DM events can and will make use of skills.  A person with a heal skill, for example, is actually vital for many kinds of investigation, as I can myself attest (mostly because I don't have it, and thus am useless, I generally have to work with someone else who can cover that gap).

There are mechanical benefits to the skill, but beyond that, most skills are very much looked for in DM events.  Your character cannot claim to be a master healer, doctor and surgeon even 'in character' (unless they were deluded) unless they have the skill numbers to back it up, because otherwise that's just cheesing, which is against the rules.

SardineTheAncestor:
Suggestion-wise I don't think this is actually a bad idea, but it'd probably be a bit crazy with how fast HP bars go up and down already. Nem makes a good point in that a DM event may have a requirement for a high Heal skill, and it would be cool if there was an alternate build option too.

Outside of suggestions for addition to the module, I agree with t0rchic, it is true that Turn charges are best spent on other skills. I think we begin with Extra Turning as clerics, but maybe I picked it at level 1. It's either that or Combat Casting, I ended up with both, one way or another. That said, excess skillpoints for a healer can find a home in Concentration, once you meet your Heal requirement. A healing cleric is a faith healer and a miracle maker. Sometimes a clutch heal saves a life and it's all thanks to your good timing and your Concentration score keeping that spell from fizzling. Meanwhile, these feats keep your party healthy when missteps occur, and then you get to save your spell slots for when it matters.

Healing in combat is weird, given whenever people are talking, they hide their health from you, but it is satisfying to know you are making a difference when you do. If it came together for me, it will come together for you. There is more I have to do to fix my own build, but trust me, you will stand out as a healing cleric by merit of your roleplay's content alone, including when combat begins and people rely on you to save them after half their HP disappears unexpectedly. Trust me on this, if what you want to be is a life saver and relief provider, you can set out to do that, and you will excel at it.

Tycat:
As someone who plays a healer myself, I am going to put it out there that not everyone appreciates the fast healing power of a spell. With heavy RP preferences, a lot of people prefer to RP out lingering consequences of their injuries, and making conclusions that they might be too deep or too messed up to be cured by magic alone. Besides the Barovians who prefer you didn't use it on them at all, having the skill will help you have the RP needed to treat those players as well. Healing helps with healing kits, sure, but you can also delve deeper and contribute to a narrative with more impact than "Poof, you're healed, get up fam." Because at that point, anyone can cast magic to heal, but a true healer would be able to heal our need for Rp.

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