Talk:Healing (3.5e Equipment)

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[edit] Will Save?

In your description, it says undead that are affected by this are entitles to spell resistance and a Will save against DC 13. Don't undead usually make Fortitude saves to resist positive energy effects? Also, since it is physically based, wouldn't a Fortitude save make a little more sense? -Valentine the Rogue 19:27, 10 May 2008 (MDT)

The Healing line of spells actually use Will. I can make sense of that, as it's more spiritual energy forcing its way into the body and less 'I change your body'. You're giving the body energy to promote natural healing on a very fast scale, or in this case with undead, natural rotting. Plus, undead typically are immune to things which require Fort saves, unless they work on objects, which healing does not. -- Eiji 20:28, 10 May 2008 (MDT)
Yes, I agree with Eiji on this and when I created this I used the resources from one of wizards suplement books, I forget which one though, that had healing bolts for the crossbow. -- Sarrow 19:56, 22 June 2008 (PST)

[edit] Examples Seperate

The examples on this page really should be made into weapons and linked or included on this page. --Green Dragon 22:36, 22 June 2008 (MDT)

[edit] Additional Sources of Damage

How does this interact with different sources of damage like Power Attack, Sneak Attack, or natural weapons that you end enchant and then grow big? If you got a natural weapon up to doing 12d6 damage normally, would slapping this one it allow you to heal 12d6 damage by poking them with it? --Ghostwheel 04:08, 26 July 2009 (MDT)

Well about power attack, sneak attack, etc. I stated that anything like that is not counted towards the healing. And yes, if you got a weapon to deal 12d6 damage then it would heal for 12d6 as well. But getting a natural weapon to do that would take a bit since it is harder to enchant natural weapons. -Sarrow 04:13, 26 July 2009 (MDT)
Getting a natural weapon to do that much damage ain't that hard. As for enchanting natural weapons... See the Necklace of Natural Weapons in Savage Species *shrug* --Ghostwheel 04:16, 26 July 2009 (MDT)
Nice, I didn't know about that necklace. I guess if you did that than, yes you would heal for that amount, which is only 12-72 HP per attack. Though I may end up changing it to 1d10 per enhancement bonus, just so no one takes extreme advantage of this, like the example above. -Sarrow 04:25, 26 July 2009 (MDT)
But either way, a +1 club of healing basically means free healing for the whole day outside of combat? (Not saying this is bad, just want to confirm that that's what you're aiming for.) --Ghostwheel 04:28, 26 July 2009 (MDT)
Yeah, I got the idea from an enhancement from one of the Wizards books, it was Healing Bolts. They healed for about the same if not a little less. -Sarrow 04:32, 26 July 2009 (MDT)
Might be a good idea to mention that you can (de/)activate the healing ability as a swift action--though I do think people will simply set aside a +1 dagger or whatnot and just use that for healing, getting other enhancements on their real weapons. --Ghostwheel 04:36, 26 July 2009 (MDT)
OK, added in the activation and deactivation times. Yeah, I understand, though it will cost you 8300 gp just to get the enhancement on it and it will only heal 1d10 per attack. So overall it is not that much compared to most spells but it can be used as much as you want. The draw back is time, if you don't have the time to sit and continually tap your self and allies then you will more likely want to use a spell. If you increase the enhancement then it will get better.
The main strong point that I was trying to get with this was using it on a ranged weapon, like a longbow. This will provide healing at a range of 100 ft. without penalty to your attack roll. -Sarrow 04:44, 26 July 2009 (MDT)
Eh, personally I prefer a few Belts of Healing (MIC) or a Wand of Lesser Vigor (SpC) for effectively unlimited between-combat healings. As far as the healing at range goes, apart from very low levels I don't think healing someone for 1d10 damage (or even 5d10, for that matter) is a worthwhile attack action personally. But if a player wants to use it that way, all the more power to them, right? --Ghostwheel 04:48, 26 July 2009 (MDT)
I don't see how those provide unlimited healing since the belt has charges per day and so does the wand. The belt can only heal you for either 3 uses of 2d8, a use of 2d8 and a use of 3d8, or a use of 4d8 per day. The wand is a little better since it will have 50 charges when new. And remember it is per attack so if you get multiple attacks it heals that much more HP. So a 6th level fighter with rapid shot and haste would gain 4 attacks, now if the weapon was only a +1 you would heal 4d10, if it was a +2 you would heal 8d10, etc. -Sarrow 05:03, 26 July 2009 (MDT)
Not actual unlimited healing, but in practice it's close to it. Let's say you have 4 party members, and each one nabs a belt of healing. At around level 4 everyone's got around... what, 30-40 HP, if you rolled for health? However, between the party members you have 24d8 healing per day, broken up in 2d8 bits. Good enough to effectively be unlimited for a while, IMO. And as for the wand, each bop heals 11 HP, and when it runs out you can buy another one. Also, I don't think a level 6 fighter is going to have the money to spend on a +2 weapon (much less a +3 one) if he buys the rest of the things he needs (ability boost item, enchanted armor, etc), but even if he did... 4d10 is 22 damage, while monsters can often deal more damage than that (which is why healing in-combat is generally thought of poorly in D&D 3.5). And except for weapon enhancement boosts, that number's not going to go up until level 11. So even a +2 Healing Longbow would still get 8d10 healing, which is rather poor at level 10, and requires you to spend a turn of full attacks, as well as money and time taking it out and putting it away if it's not your primary weapon. --Ghostwheel 05:10, 26 July 2009 (MDT)
Yeah, I understand that it is almost unlimited since the belt and wands are both pretty cheap. And I know that a fighter at that level probably wouldn't even think about getting this item. And yes it takes a full attack to get that much but wouldn't you rather draw your bow (as a free action if you have quick draw) and shoot an ally up to 1000 ft. away and heal them at least some instead of them dropping or dieing. The healing is not much compared to spells but I think it is better than nothing.
I just had a thought, a level 16 fighter with two weapon fighting, imp. TWF, and greater TWF, haste, and two Healing daggers +4 could heal 32d10 healing, which is 32-320 (160 average) HP of healing. Which the same fighter would have, with rolling and a +4 Con Mod, 152 average HP, 80-224 HP range. Now the healing from the attacks with the daggers should (not saying it will) heal him to max 50% of the time if he has average HP. I know this is odd for a fighter to want to do, but this just gives you that option to do so. -Sarrow 05:47, 26 July 2009 (MDT)

→Reverted indentation to one colon

I have just edited the healing to be 2d8 instead of 1d10, this way it heals 2-16 instead of 1-20 per enhancement per attack. So the afformentioned fighter above would actually heal 64d8 of healing, 64-512 (256 average) HP of healing. -Sarrow 05:59, 26 July 2009 (MDT)
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