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25

Number 3. From page 163 of the PHB: You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. [...] If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.


21

An unconsciousDDI character cannot take actions. So they could not voluntarily take their second wind. If the character is also Dying, a 20 on the death save will allow them to spend a healing surge. However, if an unconscious character is the target of an effect such as Healing WordDDI then they can spend the healing surge. Also, an adjacent character ...


19

Does the Medicine skill have hidden uses you don't know about? Doesn't every skill? Remember that skills are abstractions of both knowledge, expertise and ability. So in addition to the mechanical benefits (that of stabilizing a character when a healing kit isn't available), it also has other benefits. Things that would require a medicine check: ...


18

Leaders in 4e are spending their actions for you When a power allows a target to spend a healing surge, it does not require an action on the part of the target unless the power explicitly says otherwise. When a power heals you, you don’t have to take an action to spend a healing surge. Even if you’re unconscious, the power uses your healing surge and ...


17

The best way to make healers fun to play is to make their profession matter in the culture of the setting and in the conflicts the group faces. Is the character merely "Joe, with a Great-level Healing skill and a Good Herbalism skill"? If yes, why? Wouldn't it be more interesting to have the character be "Joe, an Adept of the Scarlet Order", with contacts ...


17

Wands At nearly any level, Wands remain a viable source of hp damage healing. A Wand of Cure Light Wounds heals 275 points of HP for 750gp on average, is scalable to most wounds, and has an action usage of 'Out of Combat'. Combined with a few scrolls of things like Remove Disease, Remove Curse, Restoration, at higher levels another wand of Lesser ...


16

No this does not stop you healing the damage. The damage can not be reduced or prevented, you have to take the damage. What happens after that, eg healing, has nothing to do with the damage once you've actually taken it. So you aren't reducing or preventing the amount of damage you take.


14

There's a few different things you can do here, from either the game system side or the game master side. Systems: Give natural healers more potent long-term healing. The idea here is that you may be able to bring someone from near death to fighting fit in a few seconds with magic, but that kind of healing reduces long-term viability. Maybe magical ...


13

One option is the Battle Standard of Healing. If one PC drops unconscious and is dying, they can be brought back to 1 hit point if someone else spends a healing surge in the zone. Note that all they need to do is spend a healing surge. This could be a second wind, Healing Potion, or any other number of powers/items that let you spend one. For rules ...


13

Yes as it states all creatures of one type are effected. To target selectively a cleric should select the Selective Channeling feat which allows them to exclude targets up to their charisma modifier from the effect. Clerics can also modify who they target using the Alignment channel feat to target outsiders instead.


12

If the barbarian has no healing surges, she cannot use Second Wind. It requires her to spend one, which she does not have. And since the "Regain Hit Points" clause of Healing and Dying specifies that you have none left, this rule would never apply. Second Wind[DDI] states: You can dig into your resolve and endurance to find an extra burst of vitality. ...


12

No, potions of healing don't hurt undead (unless you hit them really really hard with the vial). Monsters and NPC usually have 1 healing surge per tier, and potions are one of the few ways they are able to tap on them. Some humanoid monsters from early monster manuals have the Second Wind power explicitly listed in their stat block (most template-created ...


12

There is no “Healing Kit +1” There is the “Healer’s Kit” which gives a flat +2 circumstance bonus on Heal checks. You can’t get it in +1 format that I know of. Heal Skill: Long-term Care In any event, the Heal skill in 3.5 doesn’t really heal HP anyway. There is “long-term care” which doubles the ...


12

First off, dandwiki has a bad reputation. I'm not sure who this is with, but I'd personally suggest using d20srd instead. Here's their excerpt on Incorporeal Creatures (as a subtype): Incorporeal Subtype An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as ...


11

No, Bursts DDI do not go through walls. Because: A burst affects a target only if there is line of effect from the burst’s origin square to the target. A line of effect DDI is A clear line from one point to another point in an encounter that doesn’t pass through or touch blocking terrain. Walls are the first example given for Blocking ...


11

She regains 1 hit point. Under Healing the Dying Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point. Second wind grants the character the right to use a ...


11

No, something must trigger the use of a healing surge In order to use a healing surge, something has to trigger it. The main triggers are going to be Second Wind and healing powers. There isn't a way to just "spend a healing surge". Note that the Heal skill can allow you to use a Second Wind without spending an action to do so, but it does not allow you to ...


11

It is a standard action to administer a healing potion to an adjacent player, even an unconscious one. This will allow the fallen PC to pop back up. Its not much worse than a heal check (also a standard that required adjacency) in that it may (or may not) cost a minor to pull the potion, but at least its a RAW option. You can also expend a standard action ...


11

The problem you have encountered was once known as the 15-minute workday. Since health, spells, etc are all things that are regained over time, the safest strategy is usually to do one fight, then back off to a safe distance and regenerate to full power before tackling the next challenge. SevenSidedDie wisely suggests ensuring that the world does not wait ...


10

Several things to keep in mind about real medieval medicine: No Sterilization - infection was rampant very few specialists - mostly wisewomen and barbers. A genuine surgeon was bloody rare. A Medical Doctor was in fact extremely rare, and in many places, a criminal! Very little of actual systemic issues known. Lots of herbal remedies merely mask symptoms; ...


10

First of all, this is not so much a problem, as a design decision. 4e is purposefully designed to let characters start afresh every morning, to make encounter design easier for the DM (and published adventures). Another thing worth noting is the fact that hit points are highly abstract, and don't necessarily represent physical damage characters sustain: ...


10

Correct. Second Wind is an Encounter power-like option all characters have by default. That is: if it is spent during an encounter, it is available again after a short rest is taken. Problems arise when the unconscious character is out-of-surges, but that's not the case of your question (more a matter of this one ;)).


10

No, As Okeefe noted, without the actual spending of the surge, Grit would not trigger. Compare Grit to the Dwarven Durability feat, which would increase the hit points gained by the Dwarven Armor power as it modifies the surge value directly. Dwarven Durability: Increase your number of healing surges by two and your healing surge value by your ...


10

From the writer, Fred Hicks: biomancy is a tricky, poorly documented part of magic in the source material. But, yes, it’d incorporate transformation magic, and its healing elements likely manifest as accelerated medical care, only occasionally branching into true “regeneration” type stuff at the extremes. With that in mind, I think that a ...


10

Because Word of Life is an immediate reaction rather than an immediate interrupt, your ally is already at 0 or fewer hit points (and dying, unconscious, prone, etc.) if you choose to use it. After you use it (assuming they spend the healing surge), they're no longer dying. It doesn't interrupt dying, it just ends the dying condition by removing the state ...


10

The errata'd version of healer's lore only works if the target character has spent a surge. It does not work for powers that act as if they'd spent a surge. So your second bullet is the correct interpretation. This was the purpose of the errata. Let's dig into this. The new feature reads: lets a creature spend a healing surge to regain hitpoints So ...


10

There are several things you can do. It is important to note that a dying character which heals any amount of hit points, will go to 0 hit points, and then gain that number of hit points. Therefore a person with -20 hit points who is healed for 10 will have 10 HP, not -10. Heal Checks can do several things: FIRST AID Make a Heal check to administer ...


10

The repair light/moderate/heavy/critical damage spells from the Eberron books? Will work as cure light/moderate/heavy/critical wounds. Sor/wiz, artificer and spellthief only. A cleric can get access to some of these by choosing the Warforged domain. Also, Total Repair (artificer 6 and warforged domain 8) is the equivalent of heal, and should keep you ...


9

There is no such general rule. There may be a couple specific ways to gain this ability, but it isn't very common.


9

Your mount has one surge per tier. It does not have a second wind. This is defined in the glossaryDDI Monsters and NPCs: As a general rule, monsters and nonplayer characters have a number of healing surges based on their tier: one healing surge at the heroic tier (1st–10th levels), two healing surges at the paragon tier (11th–20th levels), and three ...



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