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Old 09-05-2012, 08:54 PM   #51
sir_pudding
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by mlangsdorf View Post
Published examples allow for great variety in alternate attacks. A character with Divine Powers can have Smite (area effect burning attack versus demons), Holy Fire (short ranged single target overhead smash), and Vampiric Touch (touch ranged steal health) all on the same alternate power group, along with their Healing Touch and Create Food effects. So you may voluntarily choose to limit yourself, but it's not required.

Personally, I like keeping all of my attack powers (however unrelated) in one group, and all my utility/defense powers in one or two others.
This tends to be self balancing since you can only have one active per "array" at one time, anyway, non-attacks take a Ready to activate, but you can always switch to an Attack as a free action.
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Old 09-06-2012, 08:04 PM   #52
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Default Re: Creating a Super Mage/Cleric

Ok... I am still fighting with this one, and all of a sudden I came across the most basic of questions - how do you actually heal someone when using a "spells as powers" approach?

- The power "Healing" really does not seem to cut it at the steep 30 point cost, and with 250 point characters I can really imagine me stumbling across those -2 rolls to heal un unconscious fellow. I am not even going to talk about the -6 when attempting to recover a crippled limb...

- Trying to use regeneration affecting others is simply too expensive...

I am kind at a loss here, anyone that can give me some pointers on this one?

Thank you in advance.
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Old 09-06-2012, 09:55 PM   #53
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by Edeldhur View Post
I am kind at a loss here, anyone that can give me some pointers on this one?

Thank you in advance.
Powers: Divine Favors uses Healing as the basis for the Lay on Hands blessing. With Empathic and Cosmic, the cleric doesn't need to roll or spend FP, but transfers his own HP to the subject. A single patient can be treated up to IQ/3 times per day (though it would be fair to add his Power Talent to IQ for that purpose). The total cost of the power is [39], or [8] as an Alternative Ability. Throw on the [20] / [4] point Flesh Wounds blessing (Regenerate 10 HP in 10 minutes) and the cleric can actually deliver a considerable amount of healing, at least while out of combat.

This combo only really works as AAs though. It's fine at [12] points, though even then it's pricier than what you'd spend for the main Healing spells. But at [59] points it doesn't seem worth it. It could actually be cheaper to just afflict the target with Fast Regeneration directly, and would spare the cleric a lot of personal suffering.
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Old 09-07-2012, 06:00 AM   #54
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Default Re: Creating a Super Mage/Cleric

Healing (Capped 8 FP -10%; Faith Healing 20%; Power Modifier -10%; Reliable +6 30%) [39] is pricey on the buy in, but lets you make healing rolls at IQ+6, which nicely handles that -2 penalty for unconscious people. Make it an alternate power of something (True Faith: Turning is classic) and it's not too bad.

You can also bring the cost down by reducing the FP cap, or adding other modifiers: I prefer Accessibility (Skin to skin contact, -20%) and Onset (Exposure Time, 1 minute, -30%) to bring it down to 24 points. Now my healer would have to touch the target for 1 minute to heal them, which renders it useless for in-combat healing. Still, the ability to make someone's wounds go away is a pretty potent ability, and shouldn't be cheap.
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Old 09-07-2012, 06:42 AM   #55
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by mlangsdorf View Post
Healing (Capped 8 FP -10%; Faith Healing 20%; Power Modifier -10%; Reliable +6 30%) [39] is pricey on the buy in, but lets you make healing rolls at IQ+6, which nicely handles that -2 penalty for unconscious people. Make it an alternate power of something (True Faith: Turning is classic) and it's not too bad.

You can also bring the cost down by reducing the FP cap, or adding other modifiers: I prefer Accessibility (Skin to skin contact, -20%) and Onset (Exposure Time, 1 minute, -30%) to bring it down to 24 points. Now my healer would have to touch the target for 1 minute to heal them, which renders it useless for in-combat healing. Still, the ability to make someone's wounds go away is a pretty potent ability, and shouldn't be cheap.
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Old 09-07-2012, 05:52 PM   #56
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Default Re: Creating a Super Mage/Cleric

Ok, so.... After much soulsearching, this may be my main healing spell [apologies for the format]:


Healing 30
Xenohealing (All Mammals) [+20%] 6
Reduced Fatigue Cost 1 [+20%] 6
Capped 5 [-30%] -9
Nuisance Effect (Brightly glowing hands) [-5%] -2
Makes hiding difficult
Magical [-10%] -5
Spell Components [-20%] -6
Must say "heal" in Latin
Must gesture with hands
Only 10 times a day (-10%) -3
Reliable +2 3
Total 20

Thoughts?
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Old 09-07-2012, 06:16 PM   #57
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by Edeldhur View Post
[snip]
Nuisance Effect (Brightly glowing hands) [-5%] -2

[snip] Thoughts?
What are you doing here, exactly? Calculating the -5% of [30] and then rounding up before you apply it to the total? It doesn't affect the total here, but in general you want to add up all the Enhancements and Limitations before you do any rounding.
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Old 09-11-2012, 06:10 PM   #58
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Default Re: Creating a Super Mage/Cleric

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Originally Posted by Gold & Appel Inc View Post
What are you doing here, exactly? Calculating the -5% of [30] and then rounding up before you apply it to the total? It doesn't affect the total here, but in general you want to add up all the Enhancements and Limitations before you do any rounding.
My bad here, apologies for the ignorance - should be:

Healing 30
Xenohealing (All Mammals) [+20%]
Reduced Fatigue Cost 1 [+20%]
Capped 5 [-30%]
Nuisance Effect (Brightly glowing hands) [-5%]
Makes hiding difficult
Magical [-10%]
Spell Components [-20%]
Must say "heal" in Latin
Must gesture with hands
Reliable +2 (+10%)
Total (30-4.5=25.5) 26

Towards all the more experienced healers out there, would this seem like an acceptable version of a healing spell for a 250 point starter?

Thanks
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Old 09-11-2012, 08:20 PM   #59
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Default Re: Creating a Super Mage/Cleric

I'd ditch the reduced fatigue cost to save 6 CP. Otherwise, looks good to me assuming the GM will accept those limitations.
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