Are Goodberries affected by the Life domain class features? asked whether or not the Life domain cleric’s Disciple of Life feature improved the healing of each berry.
My question is: does the Life cleric’s 6th-level feature, Blessed Healer, heal the cleric every time anyone else eats a goodberry?
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
I’m leaning towards no, because unlike the Disciple of Life feature, Blessed Healer specifically says that you regain hit points when you cast a spell that restores hit points. Since the healing from goodberry takes place after you cast the spell, it makes sense that it doesn’t trigger Blessed Healer.
Can this possibly be right?
In DnD 5e, a monk with the Dwarven Fortitude feat can use martial arts to attack twice and then spend a ki point to dodge as a bonus action and heal.
2 attacks and a heal in one round?
A character in my group ran into a funny situation where his character fell unconscious but the other characters eliminated monsters, which caused them to level up. When a character levels up, they gain the new hit points added to their max.
My question is would the unconscious character gain these new hit points and gain consciousness?
According to the documentation, a potion of cure light wounds points to the spell “cure light wounds”. Now, the spell has some info about healing:
cures 1d8 points of damage +1 point per caster level (maximum +5)
But the caster level is just for the cleric who casts the spell. So what would be the correct amount of healing with the potion alone? just 1d8? or 1d8+5?
I could not find any clearer documentation for the potion yet.
I’m considering a new character for a pirates-themed game of Pathfinder 2e. He was born in an island full of inhabitants with inherent healing magical habilities and in which offensive magic is looked down upon. Naturally, that place became famous for its doctors, and prospered.
My character was, however, gifted with fire magic habilities. So gifted, indeed, that he can’t barely cast anything else without his fire powers manifesting. But he desperately wants to become a doctor… which is a problem, because randomly turning patients on fire is not a very desirable trait.
As a teen, he was going for a walk with his brother when he fell, and broke his leg. Overconfident on his habilities, my character tried to heal it, and the leg exploded. He was deemed unworthy and exiled from the island shortly after.
My character despises offensive magic, despite being really good at it. And desperately wants to redeem himself and return to his island in the future.
How would you implement something like that on pathfinder 2e? My GM is open for any suggestion – including new habilities. I was thinking about a healing hability heavily dependant on the dice and maybe also dependant on wisdom or his level, to mimic him slowly mastering it through the game – lowering (but not nullyfing) the chance of a healing disaster as the game progresses. I would also like if it added a comical factor to the game – a sort of "tension" whenever my character tries to heal somebody, which I think could result in some fun situations for everybody. However, im aware that, if not implemented correctly, it could instead be frustrating.
I’m fairly new to roleplaying games and pathfinder 2e particularly, so I don’t think im able to come with a balanced solution for this. Any ideas?
Suppose I have cast Aid on 3 of my allies, and those allies have all dropped to 0 hit points and fallen unconscious. I would like to get all of them back on their feet as quickly as possible. Can I cast Aid again to restore 5 hits points to each of my 3 allies who are already under the effect of another Aid spell? I know that spells of the same name don’t stack, so my 2nd casting of Aid won’t increase their maximum hit points any further. However, it’s not clear to me whether the hit point increase from Aid is any different from the healing provided by spells like Cure Wounds, so it’s not clear to me whether there is a stacking issue that would prevent this from working.
Is there any hard limit to how frequently a mage can use the Heal spell in Shadowrun 5 Edition, i.e. some sort of cooldown?
Here is a hypothetical scenario:
- Have Harm Cast on a player (reducing the maximum hit points)
- Cast Feign Death on the player, suppressing (not removing) the effects of the disease (not healing, but restoring the maximum hit points they have)
- Heal them (now that their maximum hit points are no longer reduced)
- Wake them up…
Does their hitpoint stay as they are (at maximum), or are they reduced back down (effectively taking damage again)?
If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Following this question, I am looking for ways to heal in the same round after casting Beacon of Hope from a Ring of Spell Storing.
I was looking for an abilty like a Divine Channel or an item I could use to heal but didn’t find anything. (and I don’t really know where to search besides Google and the Stackexchange)
Sidenote: I am a level 5 cleric of Qotal but I’m also interested to know how other classes could do.
Reading the description of the Heal skill in Pathfinder and comparing its outcomes to other ways of healing, such as wands, channel positive energy etc., I have found that skill useless. The only benefit seems to be a relatively low to non-existent cost per use and unlimited amount of uses per day.
For a party of adventurers, this seems quite useless due to the amount of time spent to achieve certain results — the adventurers don’t have unlimited time. But, being new to the system, I want to hear if there is something beyond my current level of understanding.
Does the Heal skill have any real benefit over magical methods of healing?
This question has attracted many answers based on what is essentially a house rule:
- Wealth by level being severely cut, even compared to the “low fantasy” threshold
- The Heal skill being able to solve more problems than listed in the book
- Access to magic items being drastically cut
Such answers might be OK and might propose interesting house rules, but please, tell that your answer is based on a house rule if it is! Many of those rules turn Pathfinder in an entirely different game with a completely different balance.