"Ah, the life of an adventuring cleric. I remember it well. A perpetual stuggle to maintain the hit point totals of four or five nigh-suicidal tomb robbers determined to deplete them at all costs. Like bailing out a sinking ship with a thimble, most days."
Minister Malack, Cleric of Nergal, OOTS #735
The main role of a DF Cleric in DF Felltower is healing. Oh sure, we've had the occasional, "I'm the fighting kind of cleric!" idea come along, but fighting clerics who can't heal are better off as Holy Warriors. You need to do the thing your template does that no one else does, or else you're not really pull your weight.
Anyway, healing. There are four basic ways to quickly heal up a delver in DF:
- Healing spells (Minor Healing, Major Healing, Great Healing)
- Potions
- Bandaging (which only heals 1 HP of injury)
- First Aid
Additionally, there is a stopgap:
- Lend Vitality can temporarily heal, for 1 hour, at a much higher than usual cost (1 energy per 1 HP, no reduction for skill, no multiplier for higher HP.)
And there is a swap:
- Share Vitality lets you take another's wounds on yourself. Always a toughie for a caster, because healing yourself is really hard. Proportionally harder the more injured you are.
But back to First Aid.
First Aid - There are two ways to do First Aid - using the skill, or using Stop Bleeding. Per Magic p. 91, it heals 1 HP, and per DFRPG Spells, p. 39 it acts as "bandaging," but as it heals 1d-3 HP (min 1) in DFRPG, it means first aid.
Several clarifying points on Stop Bleeding in play:
- using it replaces First Aid usage for a newly injured character, as written in DFRPG Spells.
- because "newly injured" means new injury, and we don't track individual injuries, you must have been fully healed before a second Stop Bleeding spell will have any effect.
- it is affected by the multiple for higher HP.
- it is a healing spell for purposes of use on yourself, as written in DFRPG Spells.
I think that's all of the questions that have come up so far.
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