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View Full Version : Optimization Optimize this Feat #20: Imbued Healing from Complete Champion p.60



daremetoidareyo
2017-01-23, 10:32 PM
I Love Feats. They are little alterations to the rules and they interface with class features in some really fun and strange ways. Sometimes their utility is circumspect and sometimes they just stink. I'm looking at you Battle Dance. However, there is just something really satisfying about the interplay of feats and rules to produce illogical and unintended effects.

What is this?
So this is the "Optimize this feat" discussion, wherein we work together to plumb the clever and amazing uses for feats in ways the designers could have only dreamt of. Arbitrary credit seems to be important to sway people's incentives, so I have devised the following system to award credit to people who help explore the possibilities of how to use a feat. I'm developing this pseudo-contest on the fly, so rules are subject to change.


All participants in the optimization endeavor post directly into the thread. They may post as many times as they want, just like any thread where you volunteer your ideas. After a week or so, the thread will be evaluated and participants will be assigned a score. That score represents how helpful or novel the poster was in their analysis of a feat's uses, abuses, interactions, and limitations. The rubric by which points are assigned to posters is developed below. The poster's who are most helpful will be announced after a week, and have their name highlighted in bold and in a font color other than black! The guest judge will try to remain interactive in the process, because the contest element to me is secondary to extracting the maximum amount of versatility and power out of the feat resource.

Point Allocation Rubric
The following list is not exhaustive of how points will be allocated, as I imagine that there will be weird end cases.

Suggestion of a non-overtly obvious class feature, spell, feat, skill trick, psi-power, magic/psionic item, or monster that interplays with the feat to produce an exaggerated result.

Overt Obviousness will be judged by me, but I will generally allocate points generously, What I am trying to avoid is people suggesting feat interplays that are non-exceptional and thus cluttering the thread with lame and uninteresting things. 1 pt

If the suggestion is particularly powerful or clever, an additional point may be allocated to reward the optimizerly thinking. This decision is mine, although I will be swayed by what seems like genuine "co-signing," where other posters in the thread really glom onto the idea and develop it further.

A small build stub, between 5-12 levels, that includes a small write up of how the feat interplays with a few class features, racial features, spells, powers and feats to produce an effect that is far beyond the scope of what the feat of the week is capable of providing on its own. 5 points. +/- 1 point.

A rather undeveloped stub may only receive 4 points if it is a slightly modified rehash of a previous stub. A rather ingenious stub can earn an extra point. In some cases, you may actually do both! All of these are judgement calls as adjudicated by myself.

A fully functional optimization of the feat that ramps it up to its maximum power level where there is no way to possibly make it more amazing, including a 20 level build that follows the same format as iron chef dishes, but with minimal write up, is worthy of 10-12 points.

As the Chair, I will remain interactive throughout the thread, even suggesting a few builds. Commenting on these is fine and all of the rubric points apply to those as well. This means that the thread is not a totally objective competition.

A display of relevant rules expertise that shapes the discussion is worthy of 0 or 1 point. This is the "squishiest" criteria, and will only be allocated when it corrects part of the conversation that is going too far off the rails. Particularly nasty interchanges about RAW may lead to abdication of this point. Being incorrect isn't an immoral offense, so I want an atmosphere where suggestions are flying but staying generally within the real bounds of dnd play. RAW discussions tend to get a little too personal, and hopefully this arbitrary point system can circumvent that. Plus, seeing as how extensive the rules system is, it is easy for me to get excited about how to make an idea work and get lost about the details.

BIAS
I am not a perfect judge. I prefer mundane to magical. I prefer Tier 3 and below to Tier 2 and up. But I do love me some dysfunction. So optimization that requires a lot of high level spells or powers (anything level 4 or up) will be less impressive to me. Go ahead and make your suggestion, I will try to police these biases in myself, but understand that these are factors that are in play.

Other information
All of that said, I have an exhibited tendency to be more forgiving/rules lax, whereas some of you are far more RAW heavy. I really do appreciate ya'll, so don't be afraid to reign in some of the theory and ground it in what is explicitly allowed. Different tables play the game differently. And this forum tends to highlight super polarized ends of this permissiveness spectrum that spans from "RAW to a fault" - "So ridiculously theoretically unbalanced beyond any DM's willingness to allow". Most play tends to be in the middle, if not a little skewed towards RAW: but not all play. With that in mind, if requested, if you are asked to assume that the theoretical DM handwaves your criticism as a special exception, please update your approach and proceed from there if you would like to continue to parse the possibilities that a feat offers. In this way, we can develop the full spectrum of what a feat can do.

This week's Feat is Imbued Healing from Complete Champion page 60

This endeavor concludes at 11:59PM Eastern Standard Time on February 5th, 2017

Optimize this Feat 1:Wanderer's Diplomacy (http://www.giantitp.com/forums/showthread.php?472308-Optimize-This-Feat-1-Wanderer-s-Diplomacy): VAZ
Optimize this Feat 2: Conductivity (http://www.giantitp.com/forums/showthread.php?473047-Optimize-this-Feat-2-Conductivity-from-Unearthed-Arcana&highlight=Conductivity): ben-zayb
Optimize this Feat 3: Swim-by Attack (http://www.giantitp.com/forums/showthread.php?474225-Optimize-this-feat-3-Swim-by-attack-from-Stormwrack): WhamBamSam
Optimize this Feat 4: Contagious Paralysis (http://www.giantitp.com/forums/showthread.php?476019-Optimize-this-Feat-4-Contagious-Paralysis-from-Libris-Mortis) WhamBamSam
Optimize this Feat 5: Hammer and Piton (http://www.giantitp.com/forums/showthread.php?477681-Optimize-this-Feat-5-Hammer-and-Piton-From-Dungeonscape) Zetapup
Optimize this Feat 6: Residual Rebound (http://www.giantitp.com/forums/showthread.php?479041-Optimize-this-Feat-6-Residual-Rebound-from-Unearthed-Arcana&p=20493024#post20493024) ben-zayb
Optimize this Feat 7: Mark of Phlegethos (http://www.giantitp.com/forums/showthread.php?480323-Optimize-this-Feat-7-Mark-of-Phlegethos-from-Fiendish-Codex-2-Tot9H): Darrin
Optimize this Feat 8: Seelie Court Noble Kelir (http://www.giantitp.com/forums/showthread.php?492298-Optimize-this-Feat-8-Seelie-Court-Noble-Kelir-(web)): Jowgen
Optimize this Feat 9: Animal Friends (http://www.giantitp.com/forums/showthread.php?493792-Optimize-this-Feat-9-Races-of-Faerun-s-Animal-friends-p-161): Troacctid
Optimize this Feat 10A: Primary Contact (http://www.giantitp.com/forums/showthread.php?495860-Optimize-this-feat-10-Primary-Contact-plus-Einhander-lightning-round&p=21075488#post21075488): Jormengand & WhamBamSam
Optimize this Feat 10B lightning round: Einhander from PHB2 (http://www.giantitp.com/forums/showthread.php?495860-Optimize-this-feat-10-Primary-Contact-plus-Einhander-lightning-round): Zaq

Optimize this Feat 11: Supremely Confident from Dragon #335 p.88 (http://www.giantitp.com/forums/showthread.php?496731-Optimize-this-feat-11-Supremely-Confident-from-Dragon-335-p-88&p=21076906): To Be Determined
Optimize this Feat 12: Spirit Sense (http://www.giantitp.com/forums/showthread.php?498138-Optimize-this-feat-12-Spirit-Sense-from-Heroes-of-Horror-p-124) from Heroes of Horror p.124: Jormengand
Optimize this Feat #13: Cards Over Swords (http://www.giantitp.com/forums/showthread.php?501738-Optimize-this-Feat-13-Cards-over-Swords-from-Three-Dragon-Ante-web-supplement&p=21301495#post21301495) from the Three Dragon Ante Web: Darrin & Morcleon
Optimize this Feat #14: Dual Planes Summons (http://www.giantitp.com/forums/showthread.php?503445-Optimize-this-Feat-14-Dual-Plane-Summons-from-Dragon-313) from Dragon Magazine #313: To Be Determined
Optimize this Feat #15: Formation Expert (http://www.giantitp.com/forums/showthread.php?505193-Optimize-This-Feat-15-Formation-Expert-from-Complete-Warrior-p-110) from Complete Warrior: Darrin
Optimize this feat #16: Bloodspiked Charger (http://www.giantitp.com/forums/showthread.php?506408-Optimize-this-Feat-16-Bloodspiked-Charger-from-PHB2): WhamBamSam
Optimize this Feat #17: Betrayal of the Spirit linked from Dragon Magazine #336 (http://www.giantitp.com/forums/showthread.php?509597-Optimize-This-Feat-17-Betrayal-of-the-spirit-linked-from-dragon-magazine-336): Menzath
Optimize this Feat #18: Truebond from DMG2 (http://www.giantitp.com/forums/showthread.php?510434-Optimize-this-Feat-18-Truebond-from-DMG2&p=21574324): unseenmage
Optimize this feat #19: Eldritch Corruption from Heroes of Horror (http://www.giantitp.com/forums/showthread.php?511910-Optimize-this-Feat-19-Eldritch-Corruption-from-Heroes-of-Horror-p-122#post21592555): Darrin.


Upcoming Schedule:

Don't post your ideas for these on the wrong competition. Save em. Unleash your brilliance on us.
Optimize this feat #21: Create spectral spawn from Dragons of Faerun Web Supplement (http://archive.wizards.com/default.asp?x=dnd/we/20070425a) p.6
Optimize this feat #22: Pain Mastery from Savage Species p.37
Optimize this feat #23: Wingstorm from savage species p.40
Optimize this feat #24: Ragewild Fighting from Races of Eberron p.118
Optimize this feat #25: Mastery of the Dead from Player's Guide to Eberron p.

Other feats in the pool: detach from Savage Species, Elder Giant magic, stamp, battleshifter training, Multi-tasking, Tainted Druid (http://archive.wizards.com/default.asp?x=dnd/re/20030428a<br />
http://archive.wizards.com/default.asp?x=dnd/re/20030428a), Spell Mantle (LEoF p.112), Mastery of the dead (PGTE)

daremetoidareyo
2017-01-23, 10:42 PM
This feat is pretty neat and depends on what access you have to other cleric domains


Imbued Healing, Metamagic

You imbue your healing spells with additional benefits based on the power of your belief.
Prerequisite: Ability to cast conjuration (healing) spells; access to one or more domains,
Benefit: Whenever you cast a lst-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. If you are using domains from publications other than the Player's Handbook, use the Domains from Publications Other Than the Player's Handbook sidebar on page 53 to determine an appropriate domain equivalency.

Air: Electricity resistance 5.
Animal: Scent ability.
Chaos: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on a randomly determined ability score.
Death: +4 on saving throws against death effects.
Destruction: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on melee damage rolls.
Earth: Acid resistance 5.
Evil: DR 3/good.
Fire: Fire resistance 5.
Good: DR 3/evil.
Healing: 1 temporary hit point per level or HD. These temporary hit points last for up to 1 hour.
Knowledge: +2 insight bonus on skill and ability checks.
Law: +4 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws against mind-affecting spells or spell-like abilities.
Luck: When rolling for damage, treat any die roll result of 1 as 2, unless 1 is the maximum result possible.
Magic: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saves against spells and spelllike abilities.
Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).
Protection: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC when fighting defensively.
Strength: +2 on damage rolls with any melee attack.
Sun: Low-light vision; +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Spot checks.
Travel: +5-foot bonus to base land speed.
Trickery: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks.
War: +1 on attack rolls with weapons (not natural weapons).
Water: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Swim checks.

Special: When you use a conjuration (healing) spell to deal damage to a target, you cannot confer one of these carrier effects on that target. Different carrier effects can affect the same target concurrently, even if the domains are normally opposed in nature (Law/Chaos, Good/Evil, and so forth). If your conjuration (healing) spell affects multiple creatures, you can choose only one carrier effect per casting. All targets are subject to that same effect.

There we go.

erratta

Page 60 – Imbued Healing
[Deletion]Remove “Metamagic” from title of feat.
[Addition]vThe +4 bonus on savings throws for the Death domain should be a sacred bonus if your deity is good or neutral or profane if your deity is evil.
[Deletion] Remove “per level or” from Healing domain bonus. (you need to errata your errata, bro)
[Addition] The +2 bonus on damage rolls for the Strength domain should be a sacred bonus if your deity is good or neutral or a profane bonus if your deity is evil.
[Addition] The +5-foot bonus to base land speed for the Travel domain should be a sacred bonus if your deity is good or neutral or a profane bonus if your deity is evil.
[Addition] The +1 bonus on attack rolls for the War domain should be a sacred bonus if your deity is good or neutral or a profane bonus if your deity is evil.


Imbued Healing

You imbue your healing spells with additional benefits based on the power of your belief.
Prerequisite: Ability to cast conjuration (healing) spells; access to one or more domains,
Benefit: Whenever you cast a lst-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. If you are using domains from publications other than the Player's Handbook, use the Domains from Publications Other Than the Player's Handbook sidebar on page 53 to determine an appropriate domain equivalency.

Air: Electricity resistance 5.
Animal: Scent ability.
Chaos: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on a randomly determined ability score.
Death: +4 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws against death effects.
Destruction: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on melee damage rolls.
Earth: Acid resistance 5.
Evil: DR 3/good.
Fire: Fire resistance 5.
Good: DR 3/evil.
Healing: 1 temporary hit point (per??) HD. (Whose HD?) These temporary hit points last for up to 1 hour.
Knowledge: +2 insight bonus on skill and ability checks.
Law: +4 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws against mind-affecting spells or spell-like abilities.
Luck: When rolling for damage, treat any die roll result of 1 as 2, unless 1 is the maximum result possible.
Magic: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saves against spells and spelllike abilities.
Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).
Protection: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC when fighting defensively.
Strength: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on damage rolls with any melee attack.
Sun: Low-light vision; +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Spot checks.
Travel: +5-foot bonus to base land speed This bonus is a sacred bonus if your deity is good or neutral or a profane bonus if your deity is evil.
Trickery: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks.
War: +1 on attack rolls with weapons (not natural weapons). The +1 bonus on attack rolls for the War domain should be a sacred bonus if your deity is good or neutral or a profane bonus if your deity is evil.
Water: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Swim checks.

Special: When you use a conjuration (healing) spell to deal damage to a target, you cannot confer one of these carrier effects on that target. Different carrier effects can affect the same target concurrently, even if the domains are normally opposed in nature (Law/Chaos, Good/Evil, and so forth). If your conjuration (healing) spell affects multiple creatures, you can choose only one carrier effect per casting. All targets are subject to that same effect.

Bakkan
2017-01-23, 10:53 PM
The most OP use I know of for this feat is the 1d2 Crusader for infinite damage. It combos well with an Idiot Crusader using White Raven Tactics to get arbitrarily many turns per round.

Troacctid
2017-01-23, 10:58 PM
Clarifying questions:
1.) If you use cure light wounds with this metamagic with the travel domain, then cure moderate wounds, then heal, then cure stupendous wounds; Do thost +5 bonuses from the travel domain stack, seeing as the source of the untyped bonuses are different spells?

2.) Same question, but applied to the healing domain and temporary HP?
The source is the feat, so they do not stack, as they are from the same source.

Lateral
2017-01-23, 11:22 PM
The most OP use I know of for this feat is the 1d2 Crusader for infinite damage. It combos well with an Idiot Crusader using White Raven Tactics to get arbitrarily many turns per round.
I mean... this. You could probably get more creative with it, but in terms of ridiculous OP, it's hard to top the Idiot 1d2 Crusader. I actually already built one of those, sheet here. (http://www.myth-weavers.com/sheet.html#id=313118)

WhamBamSam
2017-01-24, 12:46 AM
d2 Crusader is known and well trodden cheese. Dealing infinite damage to everything within line of sight is a solved problem.

Unfortunately, I'm not sure what else to do with the feat, seeing as the bonuses are generally small, and as troacctid notes, non-stacking. I guess it could be worth it if you can hit enough people at once with your spell and grant the bonus to all of them. I guess some of the skill bonuses are big enough to be of some use and being sacred/profane is helpful.

Edit: Actually, some of them aren't bad. If we can get the odds in our favor Chaos is potentially useful, Knowledge granting a bonus to all ability checks is notable (especially as insight bonuses tend to stack with other common bonuses like those from Factotum and Marshal).

Troacctid
2017-01-24, 01:13 AM
So your main avenues for optimizing it are gonna be:

Have more domains.
Cast more spells.
Target more people.
Find ways to take advantage of healing.
Find other ways to optimize healing.

Here (https://docs.google.com/spreadsheets/d/1geywITbI4M-Up08SGD-rUHlnobR66aIgKqu7mILkmhU/edit#gid=691970088&fvid=206055666) is a complete list of prestige classes that offer additional domains. Some of the most attractive ones include Radiant Servant, which optimizes your healing, and Sovereign Speaker, for sheer volume of domains offered; however, there are a lot of other options.

You can cast more spells by improving your action economy. Close wounds is really great for this, being an immediate action. Ally targeted by a mind-affecting spell? Give them +4 to save (Law domain) in response. Hit by a fire attack? Give them fire resistance (Fire domain) in response. Etc.

For multi-target healing, mass cure light wounds is the most obvious, but insignia of healing and mass lesser vigor can do it more efficiently.

Hey, you know what's a way to take advantage of healing? Last round's feat! If you happen to be tainted enough to take Eldritch Corruption, you can burn off your ally's Constitution, then give them a buff when you heal it back with lesser restoration. It's the ciiiircle of liiife!

Jormengand
2017-01-24, 08:43 AM
Knowledge domain ability is pretty good - +2 to all skill checks is already nice, but you might also notice that it works on initiative checks.

daremetoidareyo
2017-01-24, 06:59 PM
I mean... this. You could probably get more creative with it, but in terms of ridiculous OP, it's hard to top the Idiot 1d2 Crusader. I actually already built one of those, sheet here. (http://www.myth-weavers.com/sheet.html#id=313118)

why halfling?


----

Can anyone think of a way to weaponize this feat?

Malcador
2017-01-24, 08:57 PM
It's a Metamagic feat that doesn't change the spell level or require you to apply it to spells as you prepare them. The most obvious benefit of that is to meet prerequisites like "any 2 metamagic feats", but that's not very exciting. Are there any applications for a cleric that can spontaneously convert any prepared spell into "a spell modified by a metamagic feat"?

Most of the effects seem purely beneficial (e.g. nothing like "gain the ability to breathe water, lose the ability to breathe air"). Are there any effects that are particularly potent against creatures with Scent? Cure spells are all "Will half", so I'd assume even an unwilling target that makes his save gets the extra effect from the feat.

daremetoidareyo
2017-01-24, 09:39 PM
Daremeto's Imbued Healing Handbook to Conjuration (Healing) Spells

Number of targets is prioritized at low levels over the spell effect itself. Green is "YEEHAW GO", Yellow is Clarify with your DM, black is bog standard (1 target at a time.)


Spell name
Rulebook name
Who
Notes


Cure Light Wounds
Player's Handbook v.3.5
Bard 1, Urban Druid 1, Nentyar Hunter 1, Knight of the Weave 1, Hunter of the Dead 1, Healer 1, Adept 1, Paladin 1, Druid 1, Cleric 1, Savant 1 (Divine), Ranger 2, Healing 1



Cure Moderate Wounds
Player's Handbook v.3.5
Runescarred Berserker 1



Delay Disease
Spell Compendium
Cleric 1, Druid 1



Delay Poison
Player's Handbook v.3.5
Ranger 1



Faith healing
Spell Compendium
Blackguard 1, Cleric 1, Paladin 1



Healthful Rest
Spell Compendium
Bard 1, Cleric 1, Druid 1
Target: One creature/level, no two of which are more than 30 ft. apart; Duration: 24 hours, 10 minute casting time


Invest Light Protection
Player's Handbook II
Cleric 1



Regenerate Light Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Cleric 1, Druid 1
I think this got replaced


Remove Paralysis
Player's Handbook v.3.5
Healer 1, Cleric 2, Paladin 2, Hunter of the Dead 2, Death Delver 2, Thayan Slaver 2
Target: Up to four creatures, no two of which can be more than 30 ft. apart


Restoration, Lesser
Player's Handbook v.3.5
Paladin 1, Knight of the Weave 1, Death Delver 1, Cleric 2, Druid 2, Healer 2, Hunter of the Dead 2, Death Master 2, Urban Druid 2, Renewal 1



Touch of Jorasco
Races of Eberron
Cleric 1
Must be Halfling: Range: Personal and touch; see text; Target: You and creature touched; see text


Vigor, Lesser
Spell Compendium
Cleric 1, Druid 1





Level 1 Spell Analysis: Touch of Jorasco is the best, if your DM allows for the spell to count as being cast onto the recipient whenever you make your touch as a standard action. This allows you to cast the spell and apply the rider to yourself, and you can heal 1 pt of hp to a friend as a touch standard action (up to ten times) over the next 24 hours to give them the rider benefit. You have to be a halfling cleric, but that ain't so bad.

Next, We have the healers 1st level spell remove paralysis, which you may or may not be able to cast on unparalyzed people in order to specifically get just the rider effect. You'll have to get domains somehow, so minimum level for a healer 1/cleric 1 is 2, if your DM allows you to target non paralyzed folks.

Lastly, Healthful rest takes 10 minutes to cast, but it allows you to target 1 person per level, which may have some tactical advantage (temp HP from healing domain when you know danger is around the corner in the next hour or so or give your whole group scent to track someone (roll lots of d20s to find a trail and vote)



Spell name
Rulebook name
Who
Notes


Close Wounds
Spell Compendium
Cleric 2
Casting Time: 1 immediate action; Range: Close (25 ft. + 5 ft./2 levels); This spell cures 1d4 points of damage +1 point per caster level (maximum +5). "If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to —10 hit points, for example, leaving the character at negative hit points but stable."


Conduit of Life
Complete Champion
Cleric 2, Paladin 2



Cure Light Wounds
Player's Handbook v.3.5
Ranger 2



Cure Moderate Wounds
Player's Handbook v.3.5
Bard 2, Nentyar Hunter 2, Hunter of the Dead 2, Healer 2, Adept 2, Cleric 2, Savant 2 (Divine), Healing 2,



Cure Serious Wounds
Player's Handbook v.3.5
Runescarred Berserker 2



Delay Poison
Player's Handbook v.3.5
Bard 2, Death Delver 2, Knight of the Weave 2, Healer 2, Adept 2, Paladin 2, Druid 2, Cleric 2, Urban Druid 2,



Ease Pain
Book of Exalted Deeds
Apostle of Peace 2, Beloved of Valarian 2, Cleric 2



Estanna's Stew
Book of Exalted Deeds
Cleric 2, Druid 2, Paladin 2
Casting Time: 1 round; Range: 0 ft.Effect: Fills pot with healing stew (1 serving/2 levels)Duration: Instantaneous (see text); The spell creates one serving per two caster levels (maximum 5). A single serving heals 1d6+1 points of damage and requires a standard action to consume. Any portion of the stew that is not consumed disappears after 1 hour.


Hydrate
Sandstorm
Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2



Neutralize Poison
Player's Handbook v.3.5
Nentyar Hunter 2
Target: Creature or object of up to 1 cu. ft./level touched


Regenerate Moderate Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 2



Remedy Moderate Wounds
Magic of Faerun
Druid 2



Remove Addiction
Book of Exalted Deeds
Beloved of Valarian 2, Cleric 2, Druid 2



Remove Blindness/deafness
Player's Handbook v.3.5
Healer 2



Remove Disease
Player's Handbook v.3.5
Healer 2, Nentyar Hunter 2



Remove Paralysis
Player's Handbook v.3.5
Cleric 2, Paladin 2, Hunter of the Dead 2, Death Delver 2, Thayan Slaver 2
See Level 1


Restoration, Lesser
Player's Handbook v.3.5
Cleric 2, Druid 2, Healer 2, Hunter of the Dead 2, Death Master 2, Urban Druid 2



Shared Healing
Magic of Eberron
Cleric 2
Aesthetically Works with your halfling build that is allowed to use Touch of Jorasco


Stabilize
Spell Compendium
Cleric 2, Paladin 2
Casting Time: 1 swift actionArea: 50-ft.-radius burst centered on you; Duration: Instantaneous: "A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not."


Touch of Restoration
Complete Champion
Paladin 2





Level 2 Spell Analysis: First Off, there are some real winners in level 2. But Let's look at what classes have demonstrated some merit. Nentar Hunter is popping up with some of the more versatile spells. Runescarred berzerker has access to healing spells at each level and may be helped by a contemplative or Cleric dip and imbued healing. Cleric has some amazing access to healing spells so far, but healer isn't too far behind. Rangers are lagging, and druids are chugging along with middling results.

Close Wounds is wonderful. It is an immediate action, meaning that you can use it to immediately buff a friend as their about to get hit, you can immediately buff your friend as they tell a lie or swing a sword. I'm not sure what book has primacy, but miniatures handbook has this listed as a cleric 3 spell (same as healer), and spell compendium has it listed as a cleric 2 spell.

Estanna's stew is an amazing little diddy that allows you to store your rider effects for up to an hour, to be imbibed by multiple allies exactly when they need it. It'll cost 50 gp for a holy stewpot, but the versatility that this spell lends imbued healing is nice.

Neutralize poison is pulled out because it can allow you to target an object with a healing spell, therefor conferring the rider effect, if the object in question would benefit from said rider effect (Fire resistance 5? SCENT?) At this spell level, only nentar hunters get it, but remember that little rules oddity when the rest of the classes get the spell.

Stabilize is another amazing cleric option and the first real multiple opponent/ally spell that a paladin gets. Evil paladins probably would benefit the most from the DR 3/Evil hitting both ally and his evil comrades. Did I mention that this spell is a burst? 50' centered on you. And did I mention that it is a swift action? Cuz that's awesome. You can imbue a whole nother healing spell in the same round... and if your opponents are undead, you do 1 pt of damage and they don't get any benefit.



Spell name
Rulebook name
Who
Notes


Close Wounds
Spell Compendium
Healer 3, (Cleric 3 in Miniatures handbook)
See Level 2 Write up


Cure Critical Wounds
Player's Handbook v.3.5
Runescarred Berserker 3



Cure Moderate Wounds
Player's Handbook v.3.5
Ranger 3, Paladin 3, Druid 3, Knight of the Weave 3, Urban Druid 3



Cure Serious Wounds
Player's Handbook v.3.5
Bard 3, Nentyar Hunter 3, Hunter of the Dead 3, Healer 3, Adept 3, Cleric 3, Healing 3



Heal Animal Companion
Spell Compendium
Ranger 3



Heal Mount
Player's Handbook v.3.5
Paladin 3



Healing Spirit
Player's Handbook II
Paladin 3
This one is good. It's a ball of light that travels 30' a round and dispenses tons of healing love. It lasts 1 round per 2 levels, and is a great way to buff a ton of mooks.


Healthful Slumber
Song and Silence: A Guidebook to Bards and Rogues
Bard 3
10 minute casting time. Range: Close (25 ft. + 5 ft./2 levels)Target: Living creatures within range. It's a heightened healthful rest!


Insignia of Healing
Races of Destiny
Bard 3, Cleric 3
Range: Long (400 ft. + 40 ft./level)Area: 400 ft. + 40 ft./level spread, centered on youTarget: All wearers of special insignia within range. This is probably the best spell to use imbued healing on. Look at that range and area! A standard action to make all of your allies that you're willing to spend 10 gp on get your imbued bonuses.


Invest Moderate Protection
Player's Handbook II
Ceric 3



Neutralize Poison
Player's Handbook v.3.5
Urban Druid 3, Druid 3, Ranger 3, Healer 3, Adept 3
You can target objects.


Refreshment
Book of Exalted Deeds
Apostle of Peace 3, Bard 3, Cleric 3, Vassal of Bahamut 3, Endurance 3
Range: 20 ft.Target: 20-ft.-radius burst centered on you


Regenerate Moderate Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 2, Cleric 3



Regenerate Ring
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 3
see mass lesser vigor


Remedy Moderate Wounds
Magic of Faerun
Cleric 3



Remove Blindness/deafness
Player's Handbook v.3.5
Cleric 3, Paladin 3, Death Delver 3



Remove Disease
Player's Handbook v.3.5
Cleric 3, Druid 3, Ranger 3, Adept 3, Death Delver 3, Urban Druid 3, Renewal 3



Remove Nausea
Book of Exalted Deeds
Apostle of Peace 3, Cleric 3



Restoration
Player's Handbook v.3.5
Healer 3



Seek Eternal Rest
Spell Compendium
Paladin 3



Vigor
Spell Compendium
Cleric 3, Druid 3



Vigor, Mass Lesser
Spell Compendium
Cleric 3, Druid 3
Casting Time: 1 standard action; Range: 20 ft.; Target: One creature/2 levels, no two of which are more than 30 ft. apart. Druid gettin some multi-buff love.




Level 3 spell analysis: Obviously, archivist is probably the best way to mix and match worlds for your imbued healing shenanigans, so long as you're looking at spellblocks to figure out how to maximize the effect of this feat.

The immediate action close wounds is dispensed to the healer. It's still great for the same reasons as last level.

Healing spirit is a means for a paladin to buff an army of allies, up to 6 per round. Another option is to put it on an archivist so that you can cast the spell before level 11.

Insignia of Healing is an amazing spell for imbued healing. Make insignia for all of your allies at 10 gp a pop. And you can cast this spell and affect them at 400+ feet away. Do you need Line of effect? Hopefully not. Doesn't matter much. And it can go on a bard? Move over cleric builds.

neutralize poison is now available to full casting base classes. Target objects! why what and how is up to you.

refreshment is a good spell to buff a bunch of allies. It is a standard action burst out to 20' They don't need to be suffering the effect that the spell targets necessarily, I don't think. It's no insignia of healing, but I don't know if any spell is better yet. .

Lesser Mass Vigor: Druid is finally getting some imbued healing love. 1 creature per 2 levels, the first of which has to be within 20' of you and each subsequent must be within 30' of each other. Allows the druid to multi-imbue a rider effect. They just need to have access to domains. Domain Draught anyone?



Spell name
Rulebook name
who
Notes


Channeled Divine Health
Player's Handbook II
Cleric 4



Cure Critical Wounds
Player's Handbook v.3.5
Ardent 4, Cleric 4, Healer 4, Adept 4, Hunter of the Dead 4, Healing 4



Cure Light Wounds, Mass
Player's Handbook v.3.5
Healer 4
Multiple people at close range


Cure Serious Wounds
Player's Handbook v.3.5
Ranger 4, Paladin 4, Druid 4, Knight of the Weave 4, Urban Druid 4



Healing Spirit
Player's Handbook II
Bard 4, Cleric 4, Druid 4
Not just for paladins anymore


Hoard Life
Races of the Dragon
Sorcerer 4
The only sorcerer spell so far! But it kinda stinks because you can only target yourself. Unless you have access to a buttload of domain draughts.


Neutralize Poison
Player's Handbook v.3.5
Bard 4, Death Delver 4, Fatemaker 4, Knight of the Weave 4, Runescarred Berserker 4, Paladin 4, Cleric 4, Court Herald 4, Arborea 4
Target objects for the rest of the casting crew


Panacea
Miniatures Handbook
Cleric 4, Druid 5



Positive Energy Aura
Spell Compendium
Cleric 4
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level. if you have a great run speed, this might be a way to buff 10' radius around yourself along a straight line.


Raise Ghost
Ghostwalk
Cleric 4
Target a corpse to make a ghost with a buff?


Reanimation
Oriental Adventures
Shaman 4, Wu Jen 7
target corpses dead up to a day per caster level


Regenerate Serious Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 4, Cleric 5



Remove Disease
Player's Handbook v.3.5
Divine Bard 4



Restoration
Player's Handbook v.3.5
Cleric 4, Death Delver 4, Fatemaker 4, Knight of the Weave 4, Hunter of the Dead 4, Runescarred Berserker 4, Adept 4, Paladin 4



Revenance
Spell Compendium
Blackguard 4, Cleric 4, Paladin 4,
Target: Dead ally touched; Duration: 1 minute/level, The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead.


Seed of Life
Complete Champion
Cleric 4, Paladin 4





4th level spell analysis: Healer gets mass cure light wounds, which is good for multi targetting. Healing spirit, a globe of light that enters your allies spaces to heal them is now usable by non-paladins.

Sorcerer enters the fray with one of their two spells, hoard life, a self buff conjuration (healing) spell that kinda sucks.

Cleric, bard and runescarred berzerker all get neutralize poison, which can target objects.

Cleric gets positive energy aura, which is an aura that extends 10' from you. Just run around buffing people.

And three spells that allow you to target a corpse or dead ally. Archivist fodder for the most part.



Spell name
Rulebook name
Who
Notes


Cure Critical Wounds
Player's Handbook v.3.5
Druid 5, Knight of the Weave 5, Urban Druid 5



Cure Light Wounds, Mass
Player's Handbook v.3.5
Bard 5, Cleric 5, Healing 5, Elysium 5
Multiple Targets


Cure Moderate Wounds, Mass
Player's Handbook v.3.5
Healer 5
Multiple Targets


Darts of Life
Complete Champion
Cleric 5
10 targets


Energetic Healing
Book of Exalted Deeds
Apostle of Peace 5, Cleric 5, Druid 5



Heal
Player's Handbook v.3.5
Adept 5, Runescarred Berserker 5



Heal Animal Companion
Spell Compendium
Druid 5



Healing Circle
Complete Champion
Cleric 5, Nentyar Hunter 5
5 charges for allies to step into your aura and use them.


Invest Heavy Protection
Player's Handbook II
Cleric 5



Magic Convalescence
Player's Handbook II
Bard 5, Cleric 5, Druid 5



Monstrous Regeneration
Magic of Faerun
Cleric 5



Panacea
Spell Compendium
Druid 5



Raise Dead
Player's Handbook v.3.5
Cleric 5, Healer 5



Regenerate Critical Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 5



Regenerate Serious Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Cleric 5



Rejuvenation Cocoon
Spell Compendium
Druid 5



Restoration
Player's Handbook v.3.5
Divine Bard 5



Revenance
Magic of Faerun
Bard 5



Revivify
Spell Compendium
Cleric 5



Seed of Life
Complete Champion
Druid 5



Undying Vigor of the Dragonlords
Dragon Magic
Sorcerer 5
Sorcerer's other healing spell. And it can effect undead...finally...except that the only available target is yourself.


Vigor, Greater
Spell Compendium
Cleric 5, Druid 5



Warding Gems
Book of Exalted Deeds
Cleric 5
Effect: 1 gem/3 caster levels, One 500-gp gem for each warding gem created. Duration: 1 hour/level. The gems leap from your hand, fly to the target, and begin orbiting the target's head like ioun stones. Each warding gem is a receptacle that holds 10 hp. The target can, as a free action, access the healing energy inside a warding gem; healing 10 points of damage. The target cannot choose to absorb only a portion of a warding gem's healing power. A warding gem depleted of its healing energy instantly turns to dust. Kinda Blows





Not a lot of winners in level 5. Sorcerers get another spell, and it can target undead, if that undead sorcerer in question is you. It looks like we peaked at level 3 with insignia healing.



Spell name
Rulebook name
Who
Notes


Cure Light Wounds, Mass
Player's Handbook v.3.5
Druid 6, Urban Druid 6
Multiple targets


Cure Moderate Wounds, Mass
Player's Handbook v.3.5
Bard 6, Cleric 6
Multiple targets


Cure Serious Wounds, Mass
Player's Handbook v.3.5
Healer 6
Multiple targets


Heal
Player's Handbook v.3.5
Cleric 6, Healer 6, Healing 6



Raise Dead
Player's Handbook v.3.5
Divine Bard 6



Regenerate
Player's Handbook v.3.5
Healer 6



Regenerate Circle
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Druid 6
Multiple Targets


Regenerate Critical Wounds
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Cleric 6



Restoration, Greater
Player's Handbook v.3.5
Healer 6



Revenance
Spell Compendium
Bard 6



Revive Outsider
Spell Compendium
Cleric 6



Vigorous Circle
Spell Compendium
Cleric 6, Druid 6
Multiple Targets




Nothing special here


Spell name
Rulebook name
Who
Notes


Cure Critical Wounds, Mass
Player's Handbook v.3.5
Healer 7
Multiple Targets


Cure Moderate Wounds, Mass
Player's Handbook v.3.5
Druid 7, Urban Druid 7
Multiple Targets


Cure Serious Wounds, Mass
Player's Handbook v.3.5
Cleric 7
Multiple Targets


Fortunate Fate
Spell Compendium
Cleric 7



Heal
Player's Handbook v.3.5
Druid 7, Urban Druid 7



Reanimation
Complete Arcane
Wu Jen 7
Literally the only healing spell a wu jen knows, and the target has to be dead first.


Regenerate
Player's Handbook v.3.5
Cleric 7, Healing 7, Celestia 7, Competition 7



Rejuvenating Light
Complete Champion
Cleric 7
Target is an object and it just gets weirder from there.


Renewal Pact
Spell Compendium
Cleric 7, Pact 7



Restoration, Greater
Player's Handbook v.3.5
Cleric 7, Renewal 7



Restoration, Mass
Spell Compendium
Cleric 7
Multiple Targets


Resurrection
Player's Handbook v.3.5
Cleric 7, Healer 7





Rejuvenating light? See neutralize poison for thoughts about targetting an object. Plus you get to target tons of folks with healing!



Spell name
Rulebook name
who
Notes


Cure Critical Wounds, Mass
Player's Handbook v.3.5
Cleric 8, Druid 9, Urban Druid 9, Healing 8
multiple targets


Cure Serious Wounds, Mass
Player's Handbook v.3.5
Druid 8, Urban Druid 8




multiple targets


Heal, Mass
Player's Handbook v.3.5
Healer 8, Cleric 9, Healing 9, Elysium 9, Community 9
multiple targets


Regenerate
Player's Handbook v.3.5
Druid 9, Urban Druid 9



Restoration, Mass
Libris Mortis: The Book of the Dead
Cleric 8
multiple targets


True Resurrection
Player's Handbook v.3.5
Cleric 9, Healer 9





-------
If you can find a spell that I missed of a level that I've written up, you can get two points for that. Like tree heal (http://archive.wizards.com/default.asp?x=dnd/mb/20041117a) or Healing surf (http://archive.wizards.com/default.asp?x=dnd/fw/20040131a)

daremetoidareyo
2017-01-24, 09:45 PM
It's a Metamagic feat that doesn't change the spell level or require you to apply it to spells as you prepare them. The most obvious benefit of that is to meet prerequisites like "any 2 metamagic feats", but that's not very exciting. Are there any applications for a cleric that can spontaneously convert any prepared spell into "a spell modified by a metamagic feat"?

Most of the effects seem purely beneficial (e.g. nothing like "gain the ability to breathe water, lose the ability to breathe air"). Are there any effects that are particularly potent against creatures with Scent? Cure spells are all "Will half", so I'd assume even an unwilling target that makes his save gets the extra effect from the feat.

critters with scent get a -4 on saves against gnomeblight (ROD) which gives them the sickened effect...But I'm sure that there is a monster out there somewhere that can really befoul a scented creature...

You can detect rogues who don't have darkstalker yet...

Thurbane
2017-01-24, 09:51 PM
If you get a Domain onto a Favored Soul with the Deity's Favor ACF, you can load temp HP onto any other rider effect from the feat (except other temp HP).

WhamBamSam
2017-01-24, 10:03 PM
You can break the cap on Touch of Jorasco with Reserves of Strength, which might be handy, say, if you want to spam healing to get the result you want from the Chaos Domain or just want more healing uses out of a single spell slot.

Troacctid
2017-01-24, 10:07 PM
Was the metamagic tag removed in the errata? I feel like it was.

daremetoidareyo
2017-01-24, 10:58 PM
Was the metamagic tag removed in the errata? I feel like it was.

Good catch. Updated the second post.

What the heck is the healing domain supposed to do with the erratta. The instructions are stupid.

daremetoidareyo
2017-01-25, 10:26 AM
You can break the cap on Touch of Jorasco with Reserves of Strength, which might be handy, say, if you want to spam healing to get the result you want from the Chaos Domain or just want more healing uses out of a single spell slot.

That is great: here is a reserves of strength guide (http://www.minmaxboards.com/index.php?topic=3519.0)
At worst, you get 13 single hp buffs with rider effects. Which, when paired with a conservative reading of reserves of strength and some statistical theory (http://math.stackexchange.com/questions/28905/expected-time-to-roll-all-1-through-6-on-a-die), is exactly one or two rolls short of how many rolls you need on average to get your chaos domain to buff all of your stats.

daremetoidareyo
2017-02-06, 11:45 PM
The most OP use I know of for this feat is the 1d2 Crusader for infinite damage. It combos well with an Idiot Crusader using White Raven Tactics to get arbitrarily many turns per round.

1 point


The source is the feat, so they do not stack, as they are from the same source.

2 points


I mean... this. You could probably get more creative with it, but in terms of ridiculous OP, it's hard to top the Idiot 1d2 Crusader. I actually already built one of those, sheet here. (http://www.myth-weavers.com/sheet.html#id=313118)

11 points


d2 Crusader is known and well trodden cheese. Dealing infinite damage to everything within line of sight is a solved problem.

Unfortunately, I'm not sure what else to do with the feat, seeing as the bonuses are generally small, and as troacctid notes, non-stacking. I guess it could be worth it if you can hit enough people at once with your spell and grant the bonus to all of them. I guess some of the skill bonuses are big enough to be of some use and being sacred/profane is helpful.

Edit: Actually, some of them aren't bad. If we can get the odds in our favor Chaos is potentially useful, Knowledge granting a bonus to all ability checks is notable (especially as insight bonuses tend to stack with other common bonuses like those from Factotum and Marshal).

1pt for analytics


So your main avenues for optimizing it are gonna be:

Have more domains.
Cast more spells.
Target more people.
Find ways to take advantage of healing.
Find other ways to optimize healing.

Here (https://docs.google.com/spreadsheets/d/1geywITbI4M-Up08SGD-rUHlnobR66aIgKqu7mILkmhU/edit#gid=691970088&fvid=206055666) is a complete list of prestige classes that offer additional domains. Some of the most attractive ones include Radiant Servant, which optimizes your healing, and Sovereign Speaker, for sheer volume of domains offered; however, there are a lot of other options.

You can cast more spells by improving your action economy. Close wounds is really great for this, being an immediate action. Ally targeted by a mind-affecting spell? Give them +4 to save (Law domain) in response. Hit by a fire attack? Give them fire resistance (Fire domain) in response. Etc.

For multi-target healing, mass cure light wounds is the most obvious, but insignia of healing and mass lesser vigor can do it more efficiently.

Hey, you know what's a way to take advantage of healing? Last round's feat! If you happen to be tainted enough to take Eldritch Corruption, you can burn off your ally's Constitution, then give them a buff when you heal it back with lesser restoration. It's the ciiiircle of liiife!

4 points for the list
2 points for spell analysis
2 point for doubling up OTF comps!


Knowledge domain ability is pretty good - +2 to all skill checks is already nice, but you might also notice that it works on initiative checks.

1 point


It's a Metamagic feat that doesn't change the spell level or require you to apply it to spells as you prepare them. The most obvious benefit of that is to meet prerequisites like "any 2 metamagic feats", but that's not very exciting. Are there any applications for a cleric that can spontaneously convert any prepared spell into "a spell modified by a metamagic feat"?

Most of the effects seem purely beneficial (e.g. nothing like "gain the ability to breathe water, lose the ability to breathe air"). Are there any effects that are particularly potent against creatures with Scent? Cure spells are all "Will half", so I'd assume even an unwilling target that makes his save gets the extra effect from the feat.

2 points critters with scent


If you get a Domain onto a Favored Soul with the Deity's Favor ACF, you can load temp HP onto any other rider effect from the feat (except other temp HP).

1 point


You can break the cap on Touch of Jorasco with Reserves of Strength, which might be handy, say, if you want to spam healing to get the result you want from the Chaos Domain or just want more healing uses out of a single spell slot.

2 points


Was the metamagic tag removed in the errata? I feel like it was.

1 point for reminding me to check the errata

----------

It appears that we have ourselves a righteous tie between Lateral and Troacctid at 11 pts.

Owing to the tradition began in competition 13, cards over swords, We split the names in half and grant them the shared title.

The prize for this competition is seeing your name highlighted in a manner artistically inspired by the feat: Imbued Healing. This feat is a Lite Lavender Bold Times New Roman superscript non first letter, with the lavendar representing a helpful and peaceful bonus and the superscript extolling the virtues of how it is a superfluous help. Owing to the fact that we have two people who deserve at least one grounded letter, I present the winners of this competition: Lateral & Troacctid

Congratulations, my esteemed comrades in featliness!

---------
While I get the next competition up and running, (WHICH CAN BE FOUND HERE: CREATE SPECTRAL SPAWN (http://www.giantitp.com/forums/showthread.php?514470-Optimize-this-Feat-21-Create-Spectral-Spawn-from-Dragons-of-Faerun-Web-Supplement&p=21681366#post21681366))you can consider ponder the following stuff.

1.)What do you think the errata on the healing domain was supposed to do?
"
Healing: 1 temporary hit point HD. These temporary hit points last for up to 1 hour. "

2.)I'm a bit surprised that magic of the land wasn't mentioned, nor was the Heroes of Battle's Combat Medic class ability (Healing Kicker).

WhamBamSam
2017-02-07, 12:18 AM
One thing that I noticed more recently is that the Fire Healing of Ash Rats and Giant Striders differs from other elemental healing abilities in that it gives them the benefit of a Conjuration (Healing) spell when they get hit by a fire effect (Cure Minor Wounds and Cure Light Wounds respectively). The way it's worded probably doesn't make it work with Imbued Healing (either by the creature with Fire Healing having the feat, or by a character with Imbued Healing hitting them with literal friendly fire), which is why I didn't bother digging up the thread to mention it, but a permissive DM might let it fly.

Problem is, it's super hard to get the ability on a PC, since both creatures are magical beasts who have it as an Ex special quality. Giant Striders actually do have a listed LA per the Faerun monster update (2 RHD/1 LA), but they only have an Int of 1, so that's pretty sketchy. Getting Ex special qualities via Polymorph requires being a Master Transmogrifist 8, so that's out. Enhanced Wild Shape will do it if you can Wild Shape into magical beasts, but it turns out, you can't do that without an Epic feat for some bizarre reason (even MoMF omits it), and not even one that a Dragonwrought Kobold can take, as it requires 27 ranks in Knowledge (Nature).

daremetoidareyo
2017-02-07, 12:35 AM
One thing that I noticed more recently is that the Fire Healing of Ash Rats and Giant Striders differs from other elemental healing abilities in that it gives them the benefit of a Conjuration (Healing) spell when they get hit by a fire effect (Cure Minor Wounds and Cure Light Wounds respectively). The way it's worded probably doesn't make it work with Imbued Healing (either by the creature with Fire Healing having the feat, or by a character with Imbued Healing hitting them with literal friendly fire), which is why I didn't bother digging up the thread to mention it, but a permissive DM might let it fly.

Problem is, it's super hard to get the ability on a PC, since both creatures are magical beasts who have it as an Ex special quality. Giant Striders actually do have a listed LA per the Faerun monster update (2 RHD/1 LA), but they only have an Int of 1, so that's pretty sketchy. Getting Ex special qualities via Polymorph requires being a Master Transmogrifist 8, so that's out. Enhanced Wild Shape will do it if you can Wild Shape into magical beasts, but it turns out, you can't do that without an Epic feat for some bizarre reason (even MoMF omits it), and not even one that a Dragonwrought Kobold can take, as it requires 27 ranks in Knowledge (Nature).

But a giant strider or an ashrat could take cleric levels if it somehow got up to a 3 intelligence and thereafter cast area firespells on himself as the target. Might be able to energy mix electricity spells to have the fire tag in them and take conductivity feat in order to heal and attack at the same time.

WhamBamSam
2017-02-07, 01:05 AM
But a giant strider or an ashrat could take cleric levels if it somehow got up to a 3 intelligence and thereafter cast area firespells on himself as the target. Might be able to energy mix electricity spells to have the fire tag in them and take conductivity feat in order to heal and attack at the same time.The issue is whether that counts as the Strider/Ash Rat (probably Strider, since, y'know, listed LA) casting a healing spell for the purposes of Imbued Healing. I would argue no, that it has to actually come out of the slot as Conjuration (Healing), not just happen to grant the benefit of a healing spell in lieu of its ordinary effect, in order to be imbued.

BloodSnake'sCha
2017-02-07, 01:33 AM
I use it now on my cleric(I play now my first caster)
The level 2 spell stabilize is very good for this feat.

daremetoidareyo
2017-02-07, 01:46 AM
I use it now on my cleric(I play now my first caster)
The level 2 spell stabilize is very good for this feat.

A swift action 50' burst? Heck yeah it's good on that spell. what domains do you use on it?

Close wounds (Spell comp) and Insignia of healing (Races of Destiny) are also amongst the best use for this spell.


-----
Side notes:

1: A combat medic with estanas stew and a mister (Dotu) or sprayer (A&EG) could make a sanctuary stew, a reflex save stew, and a maximized aid effect stew. That's in addition to combining those stews with whatever rider effect they have from domains. And then spray their squares? Pairs well with the healing domain and the chaos domain. If you have feinters in your buddies list, a trickery stew of temp hit points would be welcome.

2: I suppose that a troglodyte could use an aspergilium to deliver estana stew with the animal domain to give opponents without noses the scent ability and thus the possibility of being sickened by their stench, which is constitution based on a critter with +4 constitution. Any other critters have a stenchlike ability that is better than the troglodyte?