Augment Healing + Healing Touch Reserve Feat

Darklone

Registered User
Would it apply? E.g. +2 hp cured per level of the reserved spell? The reserve feat allows 3 hp/spell level, with Augment Healing that would be 5/spell level.

I don't think it's too bad and allow it, but I would like to know whether it would be right by the rules.
 

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Darklone said:
Would it apply? E.g. +2 hp cured per level of the reserved spell? The reserve feat allows 3 hp/spell level, with Augment Healing that would be 5/spell level.

I don't think it's too bad and allow it, but I would like to know whether it would be right by the rules.

With Healing Touch, you aren't casting a spell of the Conjuration [Healing] subschool.

-Hyp.
 


If I could put in a plug-- Imbued Healing and Initiate of Ilmater are some crazy good healing feats that often get overlooked.

The problem with the Healing reserve feats is that they only function when the person is below half health. Well, that's precisely when you need a clutch heal. Burning an action to heal someone 12 hitpoints is not going to keep the healer ahead of the damage.

But imbued healing is the bomb. It doesn't cost a level increase. You can apply it (it's metamagic) to channeled heals on the fly, at the cost of casting the spell as a full round action. (Not one full round. Jebus, I hope they fix that in 4E.)

And twinned, imbued Close Wounds is the best "oh no you don't kill my buddy either" spell ever. Further, it scales for free as your party rises in level. And it satisfies the prereq for Twin Spell.

Initiate of Ilmater is also great. It solves the overhealing problem. I just unload with my most effective heals--if I go over the HP cap, so what? In fact, I've started dungeons with Omen of Peril (time to buff up?), and if "great peril" shows up, I cast an imbued Mass Lesser Vigor. That's 20-odd hitpoints above folks's max, plus 8 hitpoints for the imbue. For a 3d level spell, a functional 112 hitpoints (I'm 8th level) healed before the fight starts is fan-tabulous.

cheers,

Carpe
 

Carpe DM said:
The problem with the Healing reserve feats is that they only function when the person is below half health. Well, that's precisely when you need a clutch heal. Burning an action to heal someone 12 hitpoints is not going to keep the healer ahead of the damage.

That's only a problem because you're trying to fix a problem that Touch of Healing isn't designed to solve. It's very specifically designed not to be a good in-combat heal because they don't want unlimited health in combat. Instead, it's a way to stretch the available healing power of the party outside of combat, so that you have more high level healing available in the next combat. In that manner, it's much more effective than any metamagic feat. When you're trying to heal up a 150-hp barbarian that got taken to -9 hp in a fight, you're going to be grateful that the first 84 hp of healing is completely free. That saves the heals and maximized empowered cure critical wounds for in-combat useage.
 

Eh, I'd rather buy wands of lesser vigor for in-between meals munchies, than blow a feat. But your point is well-taken. At higher levels, the reserve is going to help as a top-off. I guess I'm lucky to have a person with one level of Gold Dragon Shaman in the party, which gives us healing up to 1/2 HP for between meals.
 
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