Author Topic: Band-Aids for Dummies Discussion  (Read 1453 times)

Offline Sinfire Titan

  • Hustler 3
  • Moderator
  • *****
  • Posts: 1443
  • You have one round to give a rat's ass.
    • View Profile
Band-Aids for Dummies Discussion
« on: January 06, 2012, 10:45:46 AM »
Please remember that I don't update my handbooks regularly, so please keep discussion about that to a minimum.
Concerned about how moderation works here? Please PM this account.

Offline The_Mad_Linguist

  • DnD Handbook Writer
  • **
  • Posts: 142
  • Not peeved, unique, nor linguist. Username = lies.
    • View Profile
Re: Band-Aids for Dummies Discussion
« Reply #1 on: January 09, 2012, 10:50:32 PM »
The mechantrix's electricity healing warrants a mention.

Offline NiteCyper

  • Full Member
  • **
  • Posts: 169
  • Uploaded the stock avatar with better quality. =รพ
    • View Profile
    • YouTube
Re: Band-Aids for Dummies Discussion
« Reply #2 on: July 13, 2012, 01:41:42 AM »
Quote from: Base Ability of the "Pyramid of Amun-Re" touchstone, Sandstorm, page 56
Outside the presence of the pyramid, you can attempt to grant yourself the [a] number of temporary hit points [equal to your character level] with a DC 15 Concentration check. These temporary hit points last 1 hour. You can attempt this ability only once per day.
The touchstone site base ability is earned by having the Touchstone feat and forging a link to the touchstone. The prerequisites of the feat are the following:

Quote from: Prerequisites of the "Touchstone" feat (Sandstorm, page 53)
Knowledge (local) 8 ranks for the area in which the touchstone lies, or possession of a touchstone key (a portable object native to the touchstone’s area and worth at least 250 gp). To forge a link between yourself and the touchstone, you must spend a day in meditation, spending 10 XP and 250 gp in material components. Alternatively, the key object for the touchstone can be destroyed as part of the ritual, in place of the material components.
It's a lot for a little, but meh, it's something.

If this handbook has been superceded, give me a heads-up.
« Last Edit: July 13, 2012, 06:18:29 AM by NiteCyper »
What? NiteCyper's post is evolving!

Offline Nifft

  • Sr. Member
  • ***
  • Posts: 318
  • Bad At Lurking
    • View Profile
Re: Band-Aids for Dummies Discussion
« Reply #3 on: July 28, 2015, 02:06:53 PM »
Hope it's okay to post in this long-quiet thread. I'd like to offer some thoughts for you (or a future handbook writer).

Draconic Aura (Vigor) is highly rated as a feat for good reason. There's a Dragon Magic PrC Dragon Lord (requires: BAB +6 and Intimidate 9 ranks) which offers 4 Draconic Auras with up to +3 bonus each, and it's full BAB and has some other okay features as well, but a one-level dip will get you the effect of the feat -- fast healing 1 for all allies under 50% hp -- without buying the feat.


Also in Dragon Magic is a Conjuration (Healing) spell for Sorcerers which allows them to heal themselves: Undying Vigor of the Dragon Lords. It's a 5th level spell, and that's annoying if you actually want to cast it, but the cool thing is that you can use it to qualify for Touch of Healing [Reserve] and heal 5 hp/turn. If Draconic Aura (Vigor) is not available, perhaps due to a DM who follows the custserv ruling, it's a decent combo.

If Dragon Magic is not available as a source, then Races of the Dragon has Hoard Life, another Sorcerer-only Conjuration (Healing) spell at level 4. It's not as good as Vigor of the Dragon Lords, but it still good enough to qualify you for Touch of Healing [Reserve].


Summoners can use Summon Monster IX to get a Movanic Deva, and ask it to Hallow an area, and attach a healing spell to the Hallow effect. This is nice because usually Hallow comes with a hefty material component price tag, but the nice Deva gets it as a spell-like ability. Try to get the Deva's Heal put on the Hallow effect.