Healing Flames feat

kreynolds

First Post
Here's the feat from RoF...

Healing Flames [General] RoF
You can draw energy from open flames to heal yourself.
Prerequisites: Base Will save +3, fire genasi or tanarukk.

Code:
[size=2][b]Fire Size	Example		Hit Points Healed[/b]
Fine		Tindertwig		1
Diminutive	Torch			1d3
Tiny		Small campfire		1d6
Small		Large campfire		2d6
Medium-size	Forge			3d6
Large		Bonfire			4d6
Huge		Burning shack or tree	5d6
Gargantuan	Burning tavern		6d6
Colossal	Burning inn		7d6[/size]

&nbsp&nbsp&nbspBenefit: When you use your control flame spell-like ability, you may instead touch the flame and heal yourself a number of hit points of damage depending upon the size of the fire. This counts as a use of your control flame ability for the day. Touching the flame causes you no harm when you use this ability, but if you enter the flame, touch more than just its edge, or remain in contact with it for more than 1 round, you take damage from the fire.

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There it is. Now, do any of you consider this feat very weak? Personally, I do. Either that, or the Deepening Darkness feat is strong. Basically, both feats improve upon a genasi's or tiefling's spell-like ability that can be used once per day. It's a small increase in effectiveness. Nothing big. But, Deepening Darkness let's the tiefling use their spell-like ability two additional times per day, while Healing Flames does not.

Does that strike anyone as odd?
 
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It's definately a cool feat, but it just seems a little weak in comparison.

Here's a snip...

&nbsp&nbsp&nbspBenefit: The darkness you create with your racial ability is treated as deeper darkness for the purpose of countering or being countered by spells such as daylight. All other effects (duration, area of darkness, and so on) are as the darkness spell. You can use your darkness ability two additional times per day, so if you normally could use darkness as a spell-like ability 1/day, you can now use it 3/day.
 
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coyote6 said:


Races of Faerun.
Ah.

In any case, I think this feat would be highly improved by having it heal 1(the little fires),2(the campfires),3(moderately big fires and the forge),4 (burning inn) hit points per level. I think that is both more elegantly designed while still remaining balanced IMO.

Rav
 

It would be nice if either Healing Flames also upped the number of times/day you could use Contol Flame, or there was a seperate feat you could take called like Extra Inborn Ability that would let you use one of your racial specials more times/day.
 

Healing is viewed as a very strong ability, else more classes would have better abilty to use it.

But you can fake healing with so many different abilities and spells. Everything from False Life to Healing Salve. That makes this small amount of healing too weak.
 

In my opinion this feat has very little value. It seems unlikely to ever be useful in combat and healing is not very hard to come by out side of combat (at least as easy as a large fire). If one was playing in a low-magic campaign with rare healing this feat might be worth taking. It could be fixed with house rules but as written doesn't seem worth wile. Possible fixes control flame spell-like ability 3/d; allow character to move throught the fire for one round wile healing and not taking damage; add a more powerful feat that uses this one as a prerequisite (possible a feat giving the character the Fire subtype).
 

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