Sir_Chivalry
2010-11-17, 02:47 PM
Okay, so I have a basic idea, I'm just looking to you guys to either make it better or show me what I'm doing wrong.
I'm making a crusader for my PCs to fight sometime in the future.
Assuming Crusader 20, how do I get the most out of Steely Resolve 30? So far I have Stone Power, which covers up to 15 points of damage, but what of the other 15?
Short of getting DR, which I'm pretty sure applies before Steely Resolve, the only thing I can think of is a magic item called Armour of Healing from Dragon Magazine. Basically when I take damage, I get a cure light wounds spell (1d8+1, avg. 5.5 points) at the end of the turn, slot vest, cost 1,250gp. Now if I use that as the base for determining cost @ CL 1 SL 1, then cure moderate wounds @ CL 3 SL 2 would cost 7,500gp and heal 2d8+3, avg. 12, and one crafted by a higher level (CL 6) guy would cost 15,000gp and cure 2d8+6, avg. 15.
Is this the best approach or should I seek other things?
I'm making a crusader for my PCs to fight sometime in the future.
Assuming Crusader 20, how do I get the most out of Steely Resolve 30? So far I have Stone Power, which covers up to 15 points of damage, but what of the other 15?
Short of getting DR, which I'm pretty sure applies before Steely Resolve, the only thing I can think of is a magic item called Armour of Healing from Dragon Magazine. Basically when I take damage, I get a cure light wounds spell (1d8+1, avg. 5.5 points) at the end of the turn, slot vest, cost 1,250gp. Now if I use that as the base for determining cost @ CL 1 SL 1, then cure moderate wounds @ CL 3 SL 2 would cost 7,500gp and heal 2d8+3, avg. 12, and one crafted by a higher level (CL 6) guy would cost 15,000gp and cure 2d8+6, avg. 15.
Is this the best approach or should I seek other things?